Remix Escalation Suggestion
#4081
Posted 20 July 2007 - 09:56 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4082
Posted 21 July 2007 - 09:57 AM
#4083
Posted 21 July 2007 - 11:47 AM
#4084
Posted 21 July 2007 - 04:29 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4085 Guest_Me_*
Posted 21 July 2007 - 05:22 PM
I'm not abandoning the mod... even if I get the job... but I won't find out about that until the 1st or second of next month.
Monalisa by DaVinci
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And Remix 3 will be your masterpiece
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Don't sacrifice your real life to concentrate make this mod. Your real life much important than other.
#4086
Posted 21 July 2007 - 11:02 PM
GLA uses ambush, stealth, deception and mass attacks against other gens and has many advantages in the beginning of the game thanks to its cheap units, tunnel network and energy independency, but in the late game, it will fastly loose these advantages and likely be crushed under heavy gen powers and air forces of other gens. For that reason, in my opinion, there are two things that must be considered when designing GLA:
- increasing ambush ability of GLA (maybe excluding assault gen)
- balancing late game incompetency by adding more destructive gen powers
GLA ambush ability depends on suicide units. But these units can hardly reach to enemy base even if they are stealthy ones. A frontal mass attack may work in early game (cheap units), but in the late game, even largest formations can be destroyed by aircrafts, artillery and heavy tanks. So tunnel network option must be considered. Tunnel networks are built by workers, many GLA players send them in the beginning of the game to the important shock points of the map for reaching there from underground. But later GLA can’t use this tactic (running workers on the field, and without shoes ). In my opinion, tunnel networks can be deployed as a default or as a General ability by using a timer (1-2 mins), maybe even beginning from the first rank. These tunnels must be stealth and have no machine gun, cause they attack enemy units and show themselves. Some may say this is not different from sneak attack ability. No this is different. By using these stealth network, a GLA general may easily send its ambush units to enemy flank or rear. For balancing early game, they can be designed for garrisoning only infantry, but at later tech levels, vehicles may enter the hole. Thus, you will wait GLA attacks from every directions and stay on guard, like a real non-regular warfare.
Many GLA gen powers we encountered in contra and other mods were useless, like salvage drops, cash bounty etc. GLA dont need fast money flow. But other gens have more useful and destructive powers like artillery barrage, A-10 or spectre gunship attacks. These attacks destroy large unit formations fastly and cause the user easily ranked up. And fifth rank gen powers aren’t up too much, as compared with the powers like daisy cutter, carpet bomber, etc. GLA assault had artillery barrage in contra 5, and kamikaze plane, acid bombing powers were good, but I think there must be more for decreasing GLA’s late game weakness. Below are my suggestions:
- Call for jihad: Like remix inf gen heavy assault power, an emerging army of 20-30 inf and/or 5-10 tank/quads.
- Awake all terror cells : An emerging army of 20-30 suicider or 5-10 bomb truck (but at large formation, cause they can easily destroy each other)
- My favourite GLA gen is toxin gen. Adding acid damage (contra) was really a brilliant idea cause toxin attacks hardly influence vehicles. But by adding some biological warfare logic to toxin gen, vehicle drivers can be killed like neutron attacks, especially in general powers.
- Another power for toxin gen may be “Ultimate chemical weapon”. Animation of this weapon may begin by spreading toxin and acid clouds to a large area, seconds later, this large chemical cloud may cause chemical explosions and flames in the ground. I think I had seen such a power in “Destructive Powers” mode, and it was very fun. I had seen one more power (but I dont remember where), a missile explode in the air over the target area and form a large cloud, this cloud create acidic/toxic rains and lightnings destroying heavy tanks and buildings like a bug.
- For explosive gen: mass suicider planes (like A-10 attacks), increasing by 4-8-16 etc. These planes may be crop dusters but must be stealth, because they are very weak against ground AA fire, and hard to reach to their targets. Same can be used for toxic gen by adding acid damage.
- Deception: Creating a fake army in the middle of the enemy base, when you attacking from another direction.
Of course GLA airpower never match other gens’ airpower, but GLA airbases may include some useful units. I hope you remove these funny (no they are not even funny) rocketman things. Light suiciders (stealth crop dusters), and heavy suiciders (non-stealth but very resistance against ground fire) like big turboprop passenger planes, etc. These can be produced cheaply at the airbase, and be used against ground attackers (lighy suiciders), or enemy buildings (heavy suiciders). You already used them in Contra (acid flushing dusters, they were very funny, and also fit to GLA’s main logic).
It is finishing: snipers producible at the barracks (if you talking about ambush and non-regular warfare, snipers is a must), demo trap laying vehicle, and buggy add-ons, like chinese universal vehicle.
I saw your creations at GLA screenshots pages, they are exactly amazing, I mean these are just my brainstroms, in fact I just wanted to summarize GLA’s way of war, and tried to call attention designing the GLA according to this manner.
#4087
Posted 22 July 2007 - 10:09 AM
#4088
Posted 22 July 2007 - 10:37 AM
But anyways only the stealth gen will be geard towards hit and run and major stealthy tactics. Demo gen is only having the standard sneak attack so if u suggested a group of them then i laugh and so only the stealth gen would get a group deploy ment if any.
A wise man chooses death before war, A wiser man chooses not to become war.
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Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
#4089
Posted 22 July 2007 - 10:55 AM
I can't be assed to read that post sum it up for me
But anyways only the stealth gen will be geard towards hit and run and major stealthy tactics. Demo gen is only having the standard sneak attack so if u suggested a group of them then i laugh and so only the stealth gen would get a group deploy ment if any.
Yeah Phoenix, stealth gen may deploy stealth tunnel networks, but toxic and demo gen must have the ability to deploy them, maybe non-stealthy ones. In fact I'm just summarized all of my GLA suggestions, which suggestion is feasible for which general is up to u. And what do u think about giving more destructive fifth rank gen powers to GLA gens? Dont you agree that their powers are some impotent?
#4090
Posted 22 July 2007 - 03:18 PM
Assault General is focused mostly on artillery units, but also has a strong variety of mid game tanks and has a very nice super weapon. Assault general should be fully capable with standing toe to toe in a land war with Tank, Laser, Robot, or Nuke, but he will be dependent on very different tactics.
Chem General will most closely mirror Flame general in aspects of versitality, though his tech system will have slightly more in common with laser general. He will be highly versitile and, like assault general, will be capable of standing toe to toe with the other major factions, though his ground offensive calabur will be more akin to flame or infantry general. His strength will lie in being able to addapt his army to suit the enemy he his fighting. Toxins will be effective vs infantry and can shut down buildings (when exposed for long durations) and Acids will be strong vs tanks and capable of damaging buildings.
Demo will remain very similare to the classic GLA, but they will have a tech tree that supports units and superweapons on par with other Remix factions. As the "classic" faction they will use a mix of steath, suicide, and brute froce with hordes of very cheap units. He will have access to the sneak attack at rank5.
Stealth will be excruciatingly dependant on his powers. And he will have several, available both as General's powers and on most buildings he builds. his defenses will be well above average, and he will have several ways to single out stealth detectors to protect himself. btw, he will have access to an improved sneak attack at Rank3.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4091
Posted 22 July 2007 - 04:42 PM
cant wait for that.
#4093
Posted 23 July 2007 - 10:34 AM
#4094
Posted 28 July 2007 - 06:17 PM
ive been away for a week, any thing new happened?
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.
#4095
Posted 28 July 2007 - 06:36 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4096
Posted 28 July 2007 - 06:59 PM
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.
#4097
Posted 28 July 2007 - 09:42 PM
oh, but whats the status, is it almost there or a little bit longer to go?
a few more good sittings and I'll have it ready. I've done almost all the moddeling needed to finish asault general, and I worked out all the bugs on the super cannon, I just need to get everything coded up.... but any more WIP questions seriously need to be in the staff section.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4098
Posted 02 August 2007 - 03:58 PM
#4099
Posted 02 August 2007 - 07:43 PM
Cant wait for this!!! This sound very sweet
Edited by Blue Phoenix, 02 August 2007 - 07:47 PM.
#4100
Posted 08 August 2007 - 09:37 PM
Peace.
EDIT: Could someone at least instruct me on how to import Remix into CrosuS?
heres what u do: u take all the Remix files and merge em into 1 BIG file with FinalBIG.
Then you import this into CrosuS
Why isnt Remix in just 1 BIG file from the first place?
Edited by PeeWee, 14 August 2007 - 10:12 AM.
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